Having read chapters 1-3 and do at least 5 of the exercises Fullerton suggests. They are mostly quick, some go deeper, but you can pick and choose. The idea is to work with the ideas she is presenting ways to think deeply and productively about your own game design. This is REQUIRED.
List five areas of your life that could be games. Then briefly describe a possible underlying game structure for each.
List ten games you played as a child, for example, hide and seek, four square, and tag. Briefly describe what was compelling about each of those games.
List five games, and in one sentence per game, describe the objective in each game.
Create a version of tic-tac-toe that works for three players. You might need to change the size of the board or other elements of the game to do this.
List ten of your favorite games and name the objective for each. Do you see any similarities in these games? Try to define the type or types of games that appeal to you.
SOS - The objective is to connect the most S’s and O’s to make as many “SOS’s” as you can.
Hide and seek - The objective is to be the last to be found.
Crazy eight countdown - The objective is to get rid of all your cards first and being first to complete all 8 rounds.
War - The objective is to win all the cards through small “battles” where the higher card wins.
Speed - The objective is to get rid of all your cards first.
Grounders - The objective is to not get tagged by the person who is “it” or be caught touching the ground.
Kick ball - The objective is to score more runs than the other team.
Soccer - The objective is to score more goals than the other team.
Tag - The objective is to run away from the person that is “it” and not be tagged. If you are “it”, tag someone else.
Red Rover - The objective is to break through the opposing teams linked hands.
Serious Play
Descriptive:
The authors state that education is losing its playfulness because students are supposed to “get down to business”. de Castell and Jenson suggest that for gaming to be effective, it should be done seriously by students investing their effort, commitment, and determination. Overall, they hope for curriculum developers to revisit the idea of games being used as a powerful tool as opposed to ‘record-keeping’.
Analytical:
de Castell and Jenson focus on the “why” of serious play, but assume that schools have enough technology to encourage frequent and consistent game play. The authors concentrate on promotion and incorporation of games into the curriculum, but lose focus on the vast amount of games that curriculum developers would need to sift through to vouch for strong games, or underestimate what an undertaking it would be to design cross-curricular games or games for each subject.
Question:
What considerations would be taken for adapting games for students with sensory challenges, don’t have english as their native language, or physical limitations?
Video game literacy: A Literacy of expertise
Descriptive:
Squire argues that video games provide a wide range of skills necessary for students to master, such as increased independence, preference to multitasking, and creative problem solving. This chapter encourages the idea that video games can have a profound effect on education but that there needs to be a shift in the organization of how agency is created in learners. The author suggests that gamer communities have untapped possibilities for future research and the social skills associated with them.
Analytical:
Squire describes numerous benefits of playing video games, but does not address any negative implications. The author analyzes games in learning, schooling, and educational contexts, yet does not suggest realistic solutions that educators, administration, or curriculum developers could execute.
Question:
How are educators, especially in the United States, supposed to encourage game play with students when standardized tests are usually at the forefront of their planning?
Bridge:
Squire, de Castell, and Jenson recognize that games provide more than just a medium where people can practice their hand eye coordination and accuracy, but a multimodal space where gamers can be creative, make connections to their learning, and develop a hard working attitude. Both readings offer a very deep appreciation for how video games can improve not only the education, but the lives of today’s youth, and promoting skills that will extend past their schooling.
Readings:
de Castell, S. & Jenson, J. (2003). Serious Play. Journal of Curriculum Studies, 35, 6, 649-666.
Squire, K. Video game literacy: A literacy of expertise. Available at: https://www.academia.edu/1317105/Video-Game_Literacy–A_Literacy_of_Expertise